DavidGraham
Veteran
The cost of RT in Forza Horizon 5 during gameplay is 1.7ms on the 3080, and 2.9ms on the 6800XT @4K.
My cpu in battlefield 2042 .. min/avg/max ... wonder why ray tracing kills me. This is without ray tracing, lol.
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So basically an 8-threaded game on average? Shame that no tool (that I know of) can take a max with ind. threads for the maximum overall load at a given point in time. For all we know from normal tools, those spikes could be very well distributed temporally.My cpu in battlefield 2042 .. min/avg/max ... wonder why ray tracing kills me. This is without ray tracing, lol.
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I’m really looking forward to what devs put all that CPU power towards in 30 fps console games.This CPU load actually looks okay.
It was always bound to happen that CPU load would increase considerably with the launch of new console gen.
7 Zen2 cores at 3.2-3.6 GHz will likely be maxed out during this generation even in 30 fps titles.
So to get above the same console fps target on PC we'd need considerably faster CPUs.
The person here is using the 2 bounce RT, and not the default single bounce. So I imagine it could be the shading cost depending upon the angle of the car? If the camera perspective allows the second bounce to actually hit the car instead of miss and fall back to the cubemap, then there would be the incurred shading cost for that second car hit.Worst-case on this overclocked 3090 is about 2.8ms for ray tracing (e.g. 81 vs 66fps or 90 vs 72):
5:24 if you just want to see the performance comparison.
Guessing: the ray-tracing hit varies according to how much async-compute headroom there is. Other ideas?
The performance hit of ray tracing also reduces power consumption slightly.
Worst-case on this overclocked 3090 is about 2.8ms for ray tracing (e.g. 81 vs 66fps or 90 vs 72):
5:24 if you just want to see the performance comparison.
Guessing: the ray-tracing hit varies according to how much async-compute headroom there is. Other ideas?
The performance hit of ray tracing also reduces power consumption slightly.
There are pre-release screens that have that actually...Self reflections on your car are pretty noticeable although that depends on what car you drive I'd say.
Would be cool to have world reflections done with RT as well of course.
You can see from here:The person here is using the 2 bounce RT, and not the default single bounce. So I imagine it could be the shading cost depending upon the angle of the car? If the camera perspective allows the second bounce to actually hit the car instead of miss and fall back to the cubemap, then there would be the incurred shading cost for that second car hit.
Pretty sure it was just a good implementation of screen space reflection.Driveclub has convincing self reflections. How did they manage that? What prevents other studios from adopting the solution?
Pretty sure it was just a good implementation of screen space reflection.
Most likely they didn't even reshade objects in SSR. (Which could be done, like BFV did in RT mode.)
This application of SSR is very limited in what it can reflect without lots of glaring occlusion artifacts - which RT doesn't have at all.Strange we needed to wait 7 years and for raytracing to happen to see this again.